Fluid simulation only affects certain parts of a mesh?
First, I noticed that your domain is very large. Only make it as big as it needs to be. Extra space means unused voxels using CPU time and slowing down your simulation calculation.
Second, there was a misunderstanding about the subdivision. You want multiple voxel subdivisions on the domain. Yours is set to 180. More subdivisions of the simulation via this setting means more, smaller voxels, which means your fluid will look less like Minecraft (gigantic 1m voxels there). The current setting is likely plenty for a domain around this character, but maybe not if it’s so huge. If the voxels are bigger than the thing emitting fluid it may not work as expected.
PS: Don’t subdivide the domain mesh directly in edit mode as it won’t influence the simulation but only increase your poly count.
Thirdly, make sure the model is manifold, and that the normals are calculated correctly. That is, no open faces, no duplicate vertices (try Select All, Merge -&gt; By distance), and no intersecting mesh. Once you’re sure of that, Select All, and go to Mesh -&gt; Normals -&gt; Recalculate outside. Normals mark which direction of a face is outward, and I believe fluid sim pays attention to them.
Grace…